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Bubberstation/code/game/objects/structures/plaques/_plaques.dm
san7890 a4328ae1f9 Audits tgui_input_text() for length issues (#86741)
Fixes #86784

## About The Pull Request

Although some of the issues found were a direct result from #86692
(c698196766), there was still 40% of
length-related issues that wouldn't be covered anyways that are fixed in
this PR. I.E.:

* Name inputs without `MAX_NAME_LEN`
* Desc inputs without `MAX_DESC_LEN`
* Plaque inputs without `MAX_PLAQUE_LEN`
* Some people just screwed up the arguments so it would prefill
something like "40" in the `default` var because they didn't name their
vars.

To help me audit I added a lot of `max_length` named arguments to help
people understand it better. I think it might be kinder to have a
wrapper that handles adding `MAX_MESSAGE_LEN` in a lot of these cases
but I think there is some reason for a coder to be cognitive about input
texts? Let me know what you think. I didn't update anything
admin-related from what I can recall, let me know if anything needs to
be unlimited again.
## Why It's Good For The Game

The change to `INFINITY` notwithstanding, there were still an abundance
of issues that we needed to check up on. A lot of these are filtered on
down the line but it is clear that there needs to be something to catch
these issues. Maybe we could lint to make `max_length` a mandatory
argument? I don't know if that's necessary at all but I think that the
limit should be set by the invoker due to the wide arrangement of cases
that this proc could be used in.

This could all be a big nothingburger if the aforementioned PR is
reverted but a big chunk of cases fixed in this PR need to be fixed
regardless of that since people could put in 1024 character names for
stuff like guardians (or more now with the change). Consider this
"revert agnostic".
## Changelog
🆑
fix: A lot of instances where you could fill in 1024-character names
(normal limit is 42) have been patched out, along with too-long plaque
names, too-long descriptions, and more.
/🆑
2024-09-20 22:46:41 +00:00

216 lines
9.2 KiB
Plaintext

/obj/structure/plaque //This is a plaque you can craft with gold, then permanently engrave a title and description on, with a fountain pen.
icon = 'icons/obj/signs.dmi'
icon_state = "blankplaque"
name = "blank plaque"
desc = "A blank plaque, use a fancy pen to engrave it. It can be detatched from the wall with a wrench."
anchored = TRUE
opacity = FALSE
density = FALSE
layer = SIGN_LAYER
custom_materials = list(/datum/material/gold =SHEET_MATERIAL_AMOUNT)
max_integrity = 200 //Twice as durable as regular signs.
armor_type = /datum/armor/structure_plaque
///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again. Static plaques are already engraved.
var/engraved = FALSE
/datum/armor/structure_plaque
melee = 50
fire = 50
acid = 50
/obj/structure/plaque/Initialize(mapload)
. = ..()
register_context()
/obj/structure/plaque/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
switch (held_item?.tool_behaviour)
if (TOOL_WELDER)
context[SCREENTIP_CONTEXT_LMB] = "Repair"
return CONTEXTUAL_SCREENTIP_SET
if (TOOL_WRENCH)
context[SCREENTIP_CONTEXT_LMB] = "Unfasten"
return CONTEXTUAL_SCREENTIP_SET
if(istype(held_item, /obj/item/pen/fountain) && !engraved)
context[SCREENTIP_CONTEXT_LMB] = "Engrave"
return CONTEXTUAL_SCREENTIP_SET
/obj/structure/plaque/attack_hand(mob/user, list/modifiers)
. = ..()
if(. || user.is_blind())
return
user.examinate(src)
/obj/structure/plaque/wrench_act(mob/living/user, obj/item/wrench/I)
. = ..()
user.visible_message(span_notice("[user] starts removing [src]..."), \
span_notice("You start unfastening [src]."))
I.play_tool_sound(src)
if(!I.use_tool(src, user, 4 SECONDS))
return TRUE
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
user.visible_message(span_notice("[user] unfastens [src]."), \
span_notice("You unfasten [src]."))
var/obj/item/plaque/unwrenched_plaque = new (get_turf(user))
if(engraved) //If it's still just a basic unengraved plaque, we can (and should) skip some of the below variable transfers.
unwrenched_plaque.name = name //Copy over the plaque structure variables to the plaque item we're creating when we unwrench it.
unwrenched_plaque.desc = desc
unwrenched_plaque.engraved = engraved
unwrenched_plaque.icon_state = icon_state
unwrenched_plaque.update_integrity(get_integrity())
unwrenched_plaque.setDir(dir)
qdel(src) //The plaque structure on the wall goes poof and only the plaque item from unwrenching remains.
return TRUE
/obj/structure/plaque/welder_act(mob/living/user, obj/item/I)
. = ..()
if(user.combat_mode)
return FALSE
if(atom_integrity == max_integrity)
to_chat(user, span_warning("This plaque is already in perfect condition."))
return TRUE
if(!I.tool_start_check(user, amount=1))
return TRUE
user.visible_message(span_notice("[user] starts repairing [src]..."), \
span_notice("You start repairing [src]."))
if(!I.use_tool(src, user, 4 SECONDS, volume = 50))
return TRUE
user.visible_message(span_notice("[user] finishes repairing [src]."), \
span_notice("You finish repairing [src]."))
atom_integrity = max_integrity
return TRUE
/obj/structure/plaque/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/pen/fountain))
if(engraved)
to_chat(user, span_warning("This plaque has already been engraved."))
return
var/namechoice = tgui_input_text(user, "Title this plaque. (e.g. 'Best HoP Award', 'Great Ashwalker War Memorial')", "Plaque Customization", max_length = MAX_NAME_LEN)
if(!namechoice)
return
var/descriptionchoice = tgui_input_text(user, "Engrave this plaque's text", "Plaque Customization", max_length = MAX_PLAQUE_LEN)
if(!descriptionchoice)
return
if(!Adjacent(user)) //Make sure user is adjacent still
to_chat(user, span_warning("You need to stand next to the plaque to engrave it!"))
return
user.visible_message(span_notice("[user] begins engraving [src]."), \
span_notice("You begin engraving [src]."))
if(!do_after(user, 4 SECONDS, target = src)) //This spits out a visible message that somebody is engraving a plaque, then has a delay.
return
name = "\improper [namechoice]" //We want improper here so examine doesn't get weird if somebody capitalizes the plaque title.
desc = "The plaque reads: '[descriptionchoice]'"
engraved = TRUE //The plaque now has a name, description, and can't be altered again.
user.visible_message(span_notice("[user] engraves [src]."), \
span_notice("You engrave [src]."))
return
if(istype(I, /obj/item/pen))
if(engraved)
to_chat(user, span_warning("This plaque has already been engraved, and your pen isn't fancy enough to engrave it anyway! Find a fountain pen."))
return
to_chat(user, span_warning("Your pen isn't fancy enough to engrave this! Find a fountain pen.")) //Go steal the Curator's.
return
return ..()
/obj/item/plaque //The item version of the above.
icon = 'icons/obj/signs.dmi'
icon_state = "blankplaque"
inhand_icon_state = "blankplaque"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
name = "blank plaque"
desc = "A blank plaque, use a fancy pen to engrave it. It can be placed on a wall."
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/gold =SHEET_MATERIAL_AMOUNT)
max_integrity = 200
armor_type = /datum/armor/item_plaque
///This points the item to make the proper structure when placed on a wall.
var/plaque_path = /obj/structure/plaque
///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again.
var/engraved = FALSE
/datum/armor/item_plaque
melee = 50
fire = 50
acid = 50
/obj/item/plaque/welder_act(mob/living/user, obj/item/I)
. = ..()
if(user.combat_mode)
return FALSE
if(atom_integrity == max_integrity)
to_chat(user, span_warning("This plaque is already in perfect condition."))
return TRUE
if(!I.tool_start_check(user, amount=1))
return TRUE
user.visible_message(span_notice("[user] starts repairing [src]..."), \
span_notice("You start repairing [src]."))
if(!I.use_tool(src, user, 4 SECONDS, volume = 50))
return TRUE
user.visible_message(span_notice("[user] finishes repairing [src]."), \
span_notice("You finish repairing [src]."))
atom_integrity = max_integrity
return TRUE
/obj/item/plaque/attackby(obj/item/I, mob/user, params) //Same as part of the above, except for the item in hand instead of the structure.
if(istype(I, /obj/item/pen/fountain))
if(engraved)
to_chat(user, span_warning("This plaque has already been engraved."))
return
var/namechoice = tgui_input_text(user, "Title this plaque. (e.g. 'Best HoP Award', 'Great Ashwalker War Memorial')", "Plaque Customization", max_length = MAX_NAME_LEN)
if(!namechoice)
return
var/descriptionchoice = tgui_input_text(user, "Engrave this plaque's text", "Plaque Customization", max_length = MAX_PLAQUE_LEN)
if(!descriptionchoice)
return
if(!Adjacent(user)) //Make sure user is adjacent still
to_chat(user, span_warning("You need to stand next to the plaque to engrave it!"))
return
user.visible_message(span_notice("[user] begins engraving [src]."), \
span_notice("You begin engraving [src]."))
if(!do_after(user, 4 SECONDS, target = src)) //This spits out a visible message that somebody is engraving a plaque, then has a delay.
return
name = "\improper [namechoice]" //We want improper here so examine doesn't get weird if somebody capitalizes the plaque title.
desc = "The plaque reads: '[descriptionchoice]'"
engraved = TRUE //The plaque now has a name, description, and can't be altered again.
user.visible_message(span_notice("[user] engraves [src]."), \
span_notice("You engrave [src]."))
return
if(istype(I, /obj/item/pen))
if(engraved)
to_chat(user, span_warning("This plaque has already been engraved, and your pen isn't fancy enough to engrave it anyway! Find a fountain pen."))
return
to_chat(user, span_warning("Your pen isn't fancy enough to engrave this! Find a fountain pen.")) //Go steal the Curator's.
return
return ..()
/obj/item/plaque/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!iswallturf(interacting_with))
return NONE
var/turf/target_turf = interacting_with
var/turf/user_turf = get_turf(user)
var/obj/structure/plaque/placed_plaque = new plaque_path(user_turf) //We place the plaque on the turf the user is standing, and pixel shift it to the target wall, as below.
//This is to mimic how signs and other wall objects are usually placed by mappers, and so they're only visible from one side of a wall.
var/dir = get_dir(user_turf, target_turf)
if(dir & NORTH)
placed_plaque.pixel_y = 32
else if(dir & SOUTH)
placed_plaque.pixel_y = -32
if(dir & EAST)
placed_plaque.pixel_x = 32
else if(dir & WEST)
placed_plaque.pixel_x = -32
user.visible_message(span_notice("[user] fastens [src] to [target_turf]."), \
span_notice("You attach [src] to [target_turf]."))
playsound(target_turf, 'sound/items/deconstruct.ogg', 50, TRUE)
if(engraved)
placed_plaque.name = name
placed_plaque.desc = desc
placed_plaque.engraved = engraved
placed_plaque.icon_state = icon_state
placed_plaque.update_integrity(get_integrity())
placed_plaque.setDir(dir)
qdel(src)
return ITEM_INTERACT_SUCCESS